D&D 5E Witcher: Mother of Monsters

Fenris

Adventurer
Fergus watches as Kyness slips back into the fog. He grins at her retort, knowing it was said out of fear. Fergus followed after Kynee, his sword at the ready as a stone reared up out of the fog he realized he was in the middle of the stone circle. Grinning he stopped made a complex symbol with his hands. An almost imperceptible shimmer came into being around him. He struck his shield with his sword three times

OOC: Reminder that the sentinel shield grants advantage of initiative and perception. Using the Yrden sign to create a Radiant ward.
 

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Quickleaf

Legend
GM: I played gust of wind a little wrong – it doesn’t require a DC 13 STR save when cast; it requires it at the start of a creature’s turn who is in the gust’s area of effect. So I am gonna roll saves (again) for Old Witch & Kynee.

I'm envisioning Shamra the wolf entering into gust of wind. If gust of wind is still ongoing at start of wolf’s turn, she'll need to make saving throw as well (same goes for anyone else in gust of wind's area of effect). That positioning *feels* the most realistic to me, but if you have problem with it let me know [MENTION=6798581]Azurewraith[/MENTION].

[MENTION=2820]Fenris[/MENTION] You have a choice. Do you want Fergus to enter into the area effect of gust of wind (benefitting from no difficult terrain in that area, so allowing you to get closer to Kynee, but risking as I explained above)? Or do you want to stop just outside gust of wind's area of effect?
 



Quickleaf

Legend
[video=youtube;t4YRT-MZR_U]https://www.youtube.com/watch?v=t4YRT-MZR_U&list=PLaV-gKhk0ehT04BnMdaWZdQIeh-qgrXM2&index=6[/video]

Streaming from Talashia’s fingertips, the flurry of winds cuts through the oppressive mists without relenting.

While they are still just as impenetrable to vision, the mists yield their clenching grasp like a slipstream through which the wolf Shamra darts, sniffing at any trail she can smell. While the magical winds would confound any natural scents, Shamra is no natural wolf, and neither is her quarry wholly natural. She manages to pinpoint Kynee and the old witch’s location, relaying that back to Tamaran with fleeting flashes of insight in his mind – the type of connection only elf and spirit wolf could understand. Every step requires Tamaran’s utmost focus, his elven awareness guiding him to just the right places to avoid the clutching hands of mist.

GM: Shamra moves normally because Solid Fog is just normal fog cloud in ongoing gust of wind’s area of effect. Tamaran moves through difficult terrain (40 ft becomes 20 ft instead) because of Solid Fog.


When Fergus feels the gale force winds streaming from Talashia’s fingertips, he instinctively drops back, sword and board at the ready for the treacherous witcheress.

The mists swallow your sight, vague silhouettes looming and strange echoes fading into a cacophony of whispers, like a choir of voices just barely audible creeping into the mind. Some whispers seem to come from the standing stones themselves, others from the creatures lurking within the mists.

GM: As a reaction, anyone can attempt to do one of the following if you wish…
  • Listen to pinpoint a creature in the mist that is making noise (e.g. a fellow PC, old witch, Kynee, troll/ogre, or maybe something else). Make a DC 13 Wisdom (Perception) check; however, failing by 5+ mislocates that creature in weird mists.
  • Listen to make out what Kynee and the witch are whispering to one another. Make a DC 13 Intelligence (Investigation or Perception) check; however, failing by 5+ means mists twist what you hear.
  • Listen to make out what the mysterious voices coming from the menhirs (standing stones) are saying. Requires you know Elder Speech. Make a DC 13 Charisma save.
  • Listen for general location of any other creatures in the mist besides Kynee, the old witch, the hooded ogre/troll, or fellow PCs.

Talashia’s winds beat down on the witcheress and old witch; an angry hiss comes from the witch as the winds tumble her across the ground, the sounds the only clues as to what is happening in the pea-soup mists. Eventually, however, the mists will give way to the conjured winds. Strange whispers come from somewhere in the mists, as if the old witch and Kynee were communicating through an old kind of magic. Abruptly, there is hiss of Elder Speech followed by a whimper from the wolf Shamra as a billowing cluster of hands carry the wolf spirit aloft, vanishing into the mists, its corpse not to be found as it has been sent back to the spirit world.

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GM: The “?”s on the map indicate last known positions of old witch (northernmost - due to verbal spellcasting) and Kynee (near Fergus - due to Tamaran’s wolf Shamra’s senses).

Old witch DC 13 Strength save vs. gust of wind: 1d20+5 9 fails! pushed back 15 ft!
Kynee DC 13 Strength save vs. gust of wind: 1d20+5 17 succeeds!

Old witch eldritch blast vs. wolf (AC 13): 1d20+5 14 hits for… eldritch blast damage: 2d10 19 damage, “killing” wolf

Kynee is undetected, so keeping details of her turn secret.


GM: Monster Stats

Kynee AC 15 HP 39 38 30
Old Witch ?
Hooded Ogre/Troll ?


GM: Initiative
Back to you [MENTION=8058]Queenie[/MENTION] and [MENTION=6672752]Aramalian[/MENTION]!

20 Lair Actions

Player Group #1
18 Talashia
17 Fergus
14 Tamaran

Enemies
14 Kynee
14 Old Witch
14 Hooded Ogre/Troll

Player Group #2
13 Elora
10 Barakor
 


Quickleaf

Legend

Listening below the ambient noise, to a more primal instinctive noise, the sounds made by predator and prey, Barakor picks up a twisting of the ball of a foot on the moss-covered ground followed by the slightly clinking of glass. To the northwest, a skilled warrior lies at the ready.

GM: You located Kynee, who is located in the square immediately NW of the uppermost question mark.
 
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Quickleaf

Legend
GM: Apologies [MENTION=6672752]Aramalian[/MENTION] and Barakor's dwarven ears! All fixed now. Guess I'm burning the candle at both ends too often. Ah well.
 

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